Files
UnrealEngine/Engine/Source/Developer/ShaderCompilerCommon/Private/ShaderSymbolExport.cpp
2025-05-18 13:04:45 +08:00

383 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderSymbolExport.h"
#if WITH_ENGINE
#include "FileUtilities/ZipArchiveReader.h"
#include "FileUtilities/ZipArchiveWriter.h"
#include "GenericPlatform/GenericPlatformFile.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformFileManager.h"
#include "Hash/CityHash.h"
#include "Logging/LogMacros.h"
#include "Misc/CommandLine.h"
#include "Misc/PathViews.h"
#include "ShaderCompilerCore.h"
DECLARE_LOG_CATEGORY_CLASS(LogShaderSymbolExport, Display, Display);
static const TCHAR* ZipFileBaseLeafName = TEXT("ShaderSymbols");
static const TCHAR* ZipFileExtension = TEXT(".zip");
static const TCHAR* InfoFileExtension = TEXT(".info");
FShaderSymbolExport::FShaderSymbolExport(FName InShaderFormat)
: ShaderFormat(InShaderFormat)
{
}
FShaderSymbolExport::~FShaderSymbolExport() = default;
static void DeleteExisting(IPlatformFile& PlatformFile, const FString& Directory, const TCHAR* BaseLeafName, const TCHAR* Extension)
{
TArray<FString> ExistingZips;
PlatformFile.FindFiles(ExistingZips, *Directory, Extension);
for (const FString& ZipFile : ExistingZips)
{
if (FPathViews::GetPathLeaf(ZipFile).StartsWith(BaseLeafName))
{
PlatformFile.DeleteFile(*ZipFile);
}
}
}
static FString CreateNameAndDeleteOld(uint32 MultiprocessId, IPlatformFile& PlatformFile, const FString& ExportPath, const TCHAR* BaseLeafName, const TCHAR* Extension)
{
FString Name;
if (MultiprocessId == 0)
{
DeleteExisting(PlatformFile, ExportPath, BaseLeafName, Extension);
Name = FString::Printf(TEXT("%s%s"), BaseLeafName, Extension);
}
else
{
Name = FString::Printf(TEXT("%s_%d%s"), BaseLeafName, MultiprocessId, Extension);
}
return Name;
}
void FShaderSymbolExport::Initialize()
{
const bool bSymbolsEnabled = ShouldWriteShaderSymbols(ShaderFormat);
const bool bForceSymbols = FParse::Value(FCommandLine::Get(), TEXT("-ShaderSymbolsExport="), ExportPath);
const bool bSymbolsInfoEnabled = ShouldGenerateShaderSymbolsInfo(ShaderFormat);
if (bSymbolsEnabled || bForceSymbols || bSymbolsInfoEnabled)
{
// if no command line path is provided, look to the cvar first
if (ExportPath.IsEmpty())
{
if (GetShaderSymbolPathOverride(ExportPath, ShaderFormat))
{
ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*ExportPath);
}
}
// if there was no path set via command line or the cvar, fall back to our default
if (ExportPath.IsEmpty())
{
ExportPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(
*(FPaths::ProjectSavedDir() / TEXT("ShaderSymbols") / ShaderFormat.ToString()));
}
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
bExportShaderSymbols = PlatformFile.CreateDirectoryTree(*ExportPath);
if (!bExportShaderSymbols)
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output directory. Shader symbol export will be disabled."));
}
else
{
// setup multiproc data in case we need it
uint32 MultiprocessId = UE::GetMultiprocessId();
bMultiprocessOwner = MultiprocessId == 0;
// Check if the export mode is to an uncompressed/compressed archive or loose files.
const EWriteShaderSymbols WriteShaderSymbolsOptions = GetWriteShaderSymbolsOptions(ShaderFormat);
const bool bExportAsZip = WriteShaderSymbolsOptions != EWriteShaderSymbols::Disable;
if (bSymbolsEnabled && (bExportAsZip || FParse::Param(FCommandLine::Get(), TEXT("ShaderSymbolsExportZip"))))
{
FString LeafName = CreateNameAndDeleteOld(MultiprocessId, PlatformFile, ExportPath, ZipFileBaseLeafName, ZipFileExtension);
FString SingleFilePath = ExportPath / LeafName;
IFileHandle* OutputZipFile = PlatformFile.OpenWrite(*SingleFilePath);
if (!OutputZipFile)
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output file \"%s\". Shader symbol export will be disabled."), *SingleFilePath);
bExportShaderSymbols = false;
}
else
{
// only compress the first zip file. Other ones are going to be compress in the merging
EZipArchiveOptions ZipOptions = (WriteShaderSymbolsOptions == EWriteShaderSymbols::Compress && bMultiprocessOwner) ? EZipArchiveOptions::Deflate : EZipArchiveOptions::None;
ZipOptions |= EZipArchiveOptions::RemoveDuplicate;
ZipWriter = MakeUnique<FZipArchiveWriter>(OutputZipFile, ZipOptions);
}
}
if (bSymbolsInfoEnabled)
{
// if we are exporting collated shader pdb info into one file
FString LeafName = CreateNameAndDeleteOld(MultiprocessId, PlatformFile, ExportPath, ZipFileBaseLeafName, InfoFileExtension);
InfoFilePath = ExportPath / LeafName;
}
}
}
if (bExportShaderSymbols)
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol export enabled. Output directory: \"%s\""), *ExportPath);
if (ZipWriter)
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbol zip mode enabled. Shader symbols will be archived in a single (uncompressed) zip file."));
}
}
}
void FShaderSymbolExport::WriteSymbolData(const FString& Filename, const FString& DebugData, TConstArrayView<uint8> Contents)
{
// No writing is possible if the Filename is empty
if (Filename.IsEmpty())
{
return;
}
// If writing to a zipfile (for simplicity's sake, since zipwriter doesn't allow removing/replacing files), or when exporting
// symbols info instead of/in addition to full symbols, we just always write the first copy of symbols encountered.
// Note this means the actual symbols written in these cases may be non-deterministic, but this won't cause any real problems.
// Otherwise, we add an additional condition based on the hash of the symbols, if the new hash is less than the one previously
// written we re-write (so we always export a deterministic copy of the symbols in this case).
bool bAlreadyInSet = false;
ExportedShaders.Add(Filename, &bAlreadyInSet);
bool bDeterministicSymbols = ZipWriter == nullptr && !ShouldGenerateShaderSymbolsInfo(ShaderFormat);
// calculate the hash of the new symbols only if we're not exporting deterministically
// (we don't need it in that case as described in the comments above)
uint64 NewSymbolHash = bDeterministicSymbols ? CityHash64(reinterpret_cast<const char*>(Contents.GetData()), Contents.Num()) : 0u;
if (bAlreadyInSet)
{
// We've already exported a copy of symbols for this shader hash and are not ensuring exports are deterministic
DuplicateSymbols++;
if (!bDeterministicSymbols)
{
return;
}
// when ensuring determinism, we further store the hash of the symbols we wrote out, and if the new hash is less than
// the previously written one we write it again, so we always choose the same copy of symbols to write during i.e. a cook
FSymbolFileInfo* PrevExportedSymbolInfo = ExportedSymbolInfo.Find(Filename);
check(PrevExportedSymbolInfo);
check(NewSymbolHash != 0u);
if (NewSymbolHash >= PrevExportedSymbolInfo->Hash)
{
return;
}
// new hash is less; adjust stats to account for file we will replace below
TotalSymbolDataBytes -= PrevExportedSymbolInfo->Size;
TotalSymbolData--;
}
if (bDeterministicSymbols)
{
ExportedSymbolInfo.Add(Filename, { NewSymbolHash, Contents.Num() });
}
// Emit periodic log messages detailing the size of the shader symbols output file/directory.
static uint64 LastReport = 0;
TotalSymbolDataBytes += Contents.Num();
TotalSymbolData++;
if ((TotalSymbolDataBytes - LastReport) >= (64 * 1024 * 1024))
{
UE_LOG(LogShaderSymbolExport, Display, TEXT("Shader symbols export size: %.2f MB, count: %llu"),
double(TotalSymbolDataBytes) / (1024.0 * 1024.0), TotalSymbolData);
LastReport = TotalSymbolDataBytes;
}
if (ShouldGenerateShaderSymbolsInfo(ShaderFormat) && !DebugData.IsEmpty())
{
// Collect the simple shader symbol information
FString FilenameNoExt = FPaths::GetBaseFilename(Filename);
ShaderInfos.Add({ FilenameNoExt, DebugData });
}
if (ShouldWriteShaderSymbols(ShaderFormat) && Contents.Num())
{
if (ZipWriter)
{
// Append the platform data to the zip file
ZipWriter->AddFile(Filename, Contents, FDateTime::Now());
}
else
{
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
// Write the symbols to the export directory
const FString OutputPath = ExportPath / Filename;
const FString Directory = FPaths::GetPath(OutputPath);
// Filename could contain extra folders, so we need to make sure they exist first.
if (!PlatformFile.CreateDirectoryTree(*Directory))
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbol directory \"%s\"."), *Directory);
}
else
{
IFileHandle* File = PlatformFile.OpenWrite(*OutputPath);
if (!File || !File->Write(Contents.GetData(), Contents.Num()))
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to export shader symbols \"%s\"."), *OutputPath);
}
if (File)
{
delete File;
}
}
}
}
}
void FShaderSymbolExport::NotifyShaderCompilersShutdown()
{
FScopeLock Lock(&Cs);
if (ShaderInfos.Num())
{
if (InfoFilePath.Len())
{
IFileManager& FileManager = IFileManager::Get();
if (bMultiprocessOwner)
{
// if we are the multiprocess owner merge in any other files we find
// we will chunk up the worker files into {Hash, Data} pairs, dedupe them with ours, and sort them all
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
TArray<FString> FilesToMergeIn;
PlatformFile.FindFiles(FilesToMergeIn, *ExportPath, InfoFileExtension);
for (const FString& InfoFile : FilesToMergeIn)
{
TUniquePtr<FArchive> Reader = TUniquePtr<FArchive>(FileManager.CreateFileReader(*InfoFile));
if (Reader.IsValid())
{
int64 Size = Reader->TotalSize();
TArray<uint8> RawData;
RawData.AddUninitialized(Size);
Reader->Serialize(RawData.GetData(), Size);
Reader->Close();
TArray<FString> Lines;
FString(StringCast<TCHAR>(reinterpret_cast<const ANSICHAR*>(RawData.GetData())).Get()).ParseIntoArrayLines(Lines);
for (const FString& Line : Lines)
{
int32 Space;
Line.FindChar(TEXT(' '), Space);
if (Space != INDEX_NONE)
{
FString Filename = Line.Left(Space);
// if this symbol is new to the multiproc owner, store it
bool bAlreadyInSet = false;
ExportedShaders.Add(Filename, &bAlreadyInSet);
if (bAlreadyInSet)
{
// The multiproc owner has already seen this hash
DuplicateSymbols++;
}
else
{
FString DebugData = Line.Right(Line.Len() - Space - 1);
ShaderInfos.Add({ Filename, DebugData });
}
}
}
}
PlatformFile.DeleteFile(*InfoFile);
}
}
// sort and combine the data for output
ShaderInfos.KeySort([](const FString& A, const FString& B) { return A < B; });
TArray<uint8> Output;
for (TPair<FString, FString> Info : ShaderInfos)
{
auto TmpHash = StringCast<ANSICHAR>(*Info.Key);
auto TmpData = StringCast<ANSICHAR>(*Info.Value);
Output.Append((const uint8*)TmpHash.Get(), TmpHash.Length());
Output.Add(' ');
Output.Append((const uint8*)TmpData.Get(), TmpData.Length());
Output.Add('\n');
}
TUniquePtr<FArchive> Writer = TUniquePtr<FArchive>(FileManager.CreateFileWriter(*InfoFilePath));
if (Writer.IsValid())
{
Writer->Serialize(Output.GetData(), Output.Num());
Writer->Close();
UE_LOG(LogShaderSymbolExport, Display, TEXT("Wrote %d records into shader symbols info output file \"%s\"."), ShaderInfos.Num(), *InfoFilePath);
const uint32 TotalShaders = ShaderInfos.Num() + DuplicateSymbols;
UE_LOG(LogShaderSymbolExport, Display, TEXT("%d total shaders, %d shaders after platform deduplication. %d duplicates (%4.1f%%)."),
TotalShaders, TotalShaders-DuplicateSymbols, DuplicateSymbols, (float)DuplicateSymbols / TotalShaders * 100.0f);
}
else
{
UE_LOG(LogShaderSymbolExport, Error, TEXT("Failed to create shader symbols output file \"%s\"."), *InfoFilePath);
}
}
}
if (ZipWriter && bMultiprocessOwner)
{
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
TArray<FString> ZipsToMergeIn;
PlatformFile.FindFiles(ZipsToMergeIn, *ExportPath, ZipFileExtension);
ZipsToMergeIn.RemoveAll([](const FString& FileName)
{
return FPathViews::GetBaseFilename(FileName) == ZipFileBaseLeafName;
});
#if WITH_EDITOR // FZipArchiveReader is only available in editor
for (const FString& ZipFile : ZipsToMergeIn)
{
{
FZipArchiveReader Reader(PlatformFile.OpenRead(*ZipFile));
bool bAllValid = false;
if (Reader.IsValid())
{
bAllValid = true;
for (const FString& EmbeddedFileName : Reader.GetFileNames())
{
TArray<uint8> Contents;
if (!Reader.TryReadFile(EmbeddedFileName, Contents))
{
bAllValid = false;
continue;
}
ZipWriter->AddFile(EmbeddedFileName, Contents, FDateTime::Now());
}
}
if (!bAllValid)
{
UE_LOG(LogShaderSymbolExport, Error,
TEXT("Failed to read from CookWorker shader symbols output file \"%s\". Some shader symbols will be missing."),
*ZipFile);
}
}
PlatformFile.DeleteFile(*ZipFile);
}
#else
UE_CLOG(!ZipsToMergeIn.IsEmpty(), LogShaderSymbolExport, Error,
TEXT("Cannot merge zips from multiprocess instances in %s; merging is only available in editor."), *ExportPath);
#endif
}
ZipWriter.Reset();
}
#endif // WITH_ENGINE